elasticity

tech: elasticity - skin, does "crouch landings" a tiny bit more
  jump and move faster, +15% defense
  (replaces squirrel cage rotor)

tech: diaphragm -  skin, defense cycles between -33% and +100%
  requires aperture

tungsten carbide 150->200 maximum health
  but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins

pause brings up the most recent in game console message
  in game console no longer fades out it just instantly goes on and off

bug fixes
This commit is contained in:
landgreen
2023-02-07 15:41:42 -08:00
parent 6814c104a1
commit 9402cf2fe0
13 changed files with 500 additions and 250 deletions

View File

@@ -976,7 +976,7 @@ const spawn = {
// m.displayHealth();
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("text-log").style.display = "none"
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
// build.shareURL(false)
setTimeout(function() {
@@ -2688,13 +2688,13 @@ const spawn = {
mobs.spawn(x, y, 6, radius, "transparent");
let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = radius * 27; //required for blackhole
me.eventHorizon = radius * 30; //required for blackhole
me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
me.accelMag = 0.00012 * simulation.accelScale;
me.frictionAir = 0.025;
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
me.memory = Infinity;
Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.015); //extra dense //normal is 0.001 //makes effective life much larger
me.do = function() {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 5) {
@@ -2825,7 +2825,7 @@ const spawn = {
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
// me.frictionAir = 0.005;
me.memory = 1600;
Matter.Body.setDensity(me, 0.04); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.06); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function() {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)